I am a regular and moderator at Kurt’s Hard Goal servers (“Kurt’s”) (using energetic nick). Kurt’s is a system where players get points awarded for each game they play. Basically, the closer they end approaching the game goal, the more points they get awarded. This style has proven very addictive and Kurt’s is getting more and more popular. The system gets the best and the worst out of people, players will do _anything_ to win the game. All styles here are seen you can possibly think off: blocking opponents, building huge networks, competing on the edge at resources. People are very inventive in finding new ways to find just that little advantage over the opponent. I think rock bottom is hit where most players stumble upon some game limitations. The blocking of players is managed by having a moderator online most of the time. A few other limitations are managed by making a game play rule (which in turn are enforced by the moderators), and server-side coding.
Limitations already acknowledged
The AI contest held a few months ago, where Rondje om de Kerk won, also addressed some of the limitations/bugs in the game (I’ll call them limitations from now on, bugs sounds too negative). Rondje om the Kerk won partly by exploited these limitations very well. In the discussion about those limitations, maninthebox addressed the fact that not much people are affected by these limitations. Since of the popularity of Kurt’s, I think it is time to have a discussion about those limitations, and how to solve them. More and more people here are annoyed by the way these limitations affect gameplay. Kurt’s has almost always ~20 people online in two servers at EU times from 15:00 – 01:00 Monday/Tuesday/Wednesday/Thursday, and in weekends the servers are full around the clock. There is no doubt in my mind that Kurt’s is one of the most popular, if not _the_ most popular, OTTD gaming place. This means quite a lot of people are affected by the limitations I will describe further down this post.
Internally at Kurt’s, we already held a public discussion about these limitations and the possible solutions to them. It’s on Kurt’s forum. This link shows the discussion about the limitations, this link shows the topic about the possible solution(s). So that is the background on this topic. But read on, as most information from these two topics is integrated in this post.
Winning a game at Kurt’s is a matter of reaching the game goal before others do. The game goal can be either of two types: a NCV ranging from 3 to 17 million, or CBV ranging from 1 to 9,5 million. NCV stands for Net Company Value, where CBV stands for CityBuilder Value. NCV is OTTD’s company value corrected by some of the issues noted in the Rondje om de kerk topic. CBV essentially is the cumulative value a player created by moving passengers, mail, food and goods (water/grain/livestock/coal/wood/paper/ore etc are not calculated). It is always of utmost importance to move the most resources. This is off course logical, but I say it here to emphasize it.
Train renewal limitation
First of all, and most important, is the train renewal limitation. Imagine two players competing for the same coal mine. Several factors are present to determine the way the resources are divided. These are punctuality (rating drops as there is no train present at station), train age and having a statue. The train age factor is where the limitation in gameplay starts: in order to win the resources each resource spawn cycle, the player needs to newest train possible. Players therefore renew engines of their trains just before the train enters the station, every time, for every train. The current engine is sold, and a new one of the same type is bought. Having the engine newer then 5 weeks makes for optimum train age. Experienced and top 30 players do this for about 30-50 trains in the game, constantly renewing the train engines. You can imagine how this affects gameplay. If you have a slight less sense of imagination, I’ll suggest you try it. It is daunting. I can tell, I have a lot of experience with it. The problem furthermore lies in the fact that when one player starts doing it, you have to go along with him, otherwise you will be outcompeted and soon out of business. And people will go eventually out of business.
Now imagine two players at a coal mine competing for the produced coal. They both are very good, and replacing the engines with the fastest trains available. The system is set up in such a way, one player always wins. The winner gets about 80% of the produced resource, and the loser about 20%. If both players have all what is possible to have to improve the station ratings, the winner is determined by station building order. The last player building a station then wins. Above two limitations are for all resources, including towns.
Maximum two player at a resource
The above text also implied another limitation. This is that only two players are able to compete for a given resource, except in towns (while I believe for a certain catchment tile, this is the case also. Since you can place on different areas, more than two companies competing for passengers/mail will work). For heavy resources, such as 180+ producing coal mines, oil wells, etc, it is desirable then more than two players can compete for a given resource. Also, this should be the case for secondary resources which can produce up to 2000 tons a month such as factories and refineries. Remember: also for these resources the “80%/20% rule” applies. To give an example: a player who is just renewing trains and having bought a statue, and making sure he has always the last station, will get 80% of the goods produced of a factory, while he may have supplied all the factory input (such as timber, grain, livestock, etc).
secondary resource limitation
At secondary resources, a player moving the most primary resources (such as grain/livestock) can become In a situation where he is unable to move any of the produced secondary resources (such as food/goods). This is because two other player already may have started to compete for the goods, and bought a statue. It is impossible currently to recomplete for the goods. I think it is much more fair to base the station rating for secondary resources on the amount of primary resources brought to a factory. Hence, for a player to compete on more secondary resources, he needs to move more primary resources. That’s what the game is all about: building big networks. This rating should be based upon the primary resources brought the past 3 months. This limitation scares of new players. It happened a lot of times that a player building up a big primary resources quit after seeing a player ‘stole’ them. However we think competition is good, I do think this goes a bit too far: a player moving a lot of primary resources should gain more ‘rating rights’. This sounds a whole lot more fair or justified to me.
All limitations summed up
These four limitations are the most important limitations we encounter at Kurt’s. We think a quickfix for these limitations should be made, and included in the soonest available release of OpenTTD. In short, these limitations are:
- Newer trains win rating
- Youngest station wins
- Maximum two players at a resource
- Secondary resources rating based on primary
Possible solutions
The “newer trains win” limitation can be removed by simply changing the effect on the rating to 3 years. Renewing trains after three years is acceptable in gameplay. Only 3-4 renewals are needed in order to keep the rating optimal (games usually last 10-15 years). The “youngest station wins” limitation can be trivially removed too, I suppose (I read the code and it does not seem to be very hard). The “maximum two players at a resource” falls together with the removal of the 80%/20% rule. Even ratings at stations should give players even amount of resources (50%/50%). When 3 or more players compete with different ratings on a primary resource, a fair divider should be used. I am not too sure what divider. Hereby a request to discuss about a good divider for this.
The last limitation seems the hardest to remove. The rating of factories/paper factories/food factories/refineries/printing presses/sawmills based upon the input of primary resources. I think the ratings should be based on the past three months of input from a particular user. It would require a bit more coding.